mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-30 15:10:51 +00:00
296 lines
8.8 KiB
C++
296 lines
8.8 KiB
C++
// GameplayDatabase.h: interface for the GameplayDatabase class.
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
class GameplayDatabase;
|
|
class GameplayObject;
|
|
class GameplayProperty;
|
|
|
|
#ifndef __GAMEPLAYDATABASE_H__
|
|
#define __GAMEPLAYDATABASE_H__
|
|
|
|
#ifdef GAME_DLL
|
|
|
|
#include <game/g_local.h>
|
|
#include <game/script.h>
|
|
|
|
#endif // GAME_DLL
|
|
|
|
|
|
// Select a parser to use. We wouldn't have to do this part
|
|
// if the system didn't have 10000 parsers.
|
|
#ifdef GAME_DLL
|
|
#define Parser Script
|
|
#else
|
|
#define Parser TikiScript
|
|
#endif // GAME_DLL
|
|
|
|
#define HASH_SIZE 256
|
|
|
|
#include <game/class.h>
|
|
#include <game/listener.h>
|
|
#include <game/str.h>
|
|
#include <game/container.h>
|
|
#include <qcommon/tiki_script.h>
|
|
|
|
typedef enum GameplayValueType
|
|
{
|
|
VALUE_FLOAT,
|
|
VALUE_STRING,
|
|
VALUE_VECTOR,
|
|
GAMEPLAY_VALUE_UNSPECIFIED
|
|
} GameplayValueType;
|
|
|
|
//------------------------ CLASS -------------------------------
|
|
//
|
|
// Name: PendingDelta
|
|
// Base Class: None
|
|
//
|
|
// Description: This class stores a database delta. When
|
|
// a game is saved, all the changes to the database
|
|
// are stored in the save game file. When this
|
|
// file is loaded, these changes are made back to
|
|
// the gameplay database.
|
|
//
|
|
// However, the changes are made before the client
|
|
// has had a chance to initialize. We store off
|
|
// all these changes until then. When the server
|
|
// learns the player is fully initialized, the
|
|
// GameplayManager will ask for this list of
|
|
// pending deltas. It will then send them all
|
|
// to the client.
|
|
//-------------------------------------------------------------
|
|
class PendingDelta
|
|
{
|
|
private:
|
|
str _objName ;
|
|
str _propName ;
|
|
str _stringValue ;
|
|
float _floatValue ;
|
|
Vector _vectorValue ;
|
|
GameplayValueType _type ;
|
|
|
|
public:
|
|
PendingDelta() : _type( GAMEPLAY_VALUE_UNSPECIFIED ) { }
|
|
PendingDelta( const str &objName, const str &propName, float floatValue )
|
|
: _objName( objName ), _propName( propName ), _floatValue( floatValue ), _type( VALUE_FLOAT ) { }
|
|
PendingDelta( const str &objName, const str &propName, const str &stringValue )
|
|
: _objName( objName ), _propName( propName ), _stringValue( stringValue ), _type( VALUE_STRING ) { }
|
|
PendingDelta( const str &objName, const str &propName, const Vector &vectorValue )
|
|
: _objName( objName ), _propName( propName ), _vectorValue( vectorValue ), _type( VALUE_VECTOR ) { }
|
|
|
|
float getFloatValue() { return _floatValue ; }
|
|
const str& getStringValue() { return _stringValue ; }
|
|
const Vector& getVectorValue() { return _vectorValue ; }
|
|
const str& getObjectName() { return _objName ; }
|
|
const str& getPropertyName() { return _propName ; }
|
|
GameplayValueType getGameplayValueType() { return _type ; }
|
|
};
|
|
|
|
|
|
//------------------------- CLASS ------------------------------
|
|
//
|
|
// Name: GameplayProperty
|
|
// Base Class: Class
|
|
//
|
|
// Description: Object that has a key and a value which can be
|
|
// a string or a float
|
|
//
|
|
// Method of Use: Used in GameplayObject's
|
|
//
|
|
//--------------------------------------------------------------
|
|
class GameplayProperty : public Class
|
|
{
|
|
private:
|
|
str _name;
|
|
str _valuestr;
|
|
float _valuefloat;
|
|
Vector _valuevector;
|
|
bool _modified;
|
|
GameplayValueType _type;
|
|
|
|
public:
|
|
|
|
CLASS_PROTOTYPE( GameplayProperty );
|
|
|
|
GameplayProperty()
|
|
: _name(""),
|
|
_valuestr(""),
|
|
_valuefloat(1.0f),
|
|
_modified(false),
|
|
_type(VALUE_FLOAT),
|
|
_valuevector(vec_zero)
|
|
{}
|
|
|
|
virtual ~GameplayProperty() {}
|
|
|
|
// Parsing
|
|
bool parseProperty(Parser &gameplayFile, const str& type);
|
|
bool isModified( void ) { return _modified ; }
|
|
|
|
// Accessors -- Gets
|
|
const str& getName() { return _name; }
|
|
const str& getStringValue() { return _valuestr; }
|
|
float getFloatValue() { return _valuefloat; }
|
|
const Vector& getVectorValue() { return _valuevector; }
|
|
bool getModified() { return _modified; }
|
|
GameplayValueType getType() { return _type; }
|
|
const str getFloatValueStr();
|
|
|
|
// Accessors -- Sets
|
|
void setName(const str& name);
|
|
void setModified(bool modified) { _modified = modified; }
|
|
void setType(GameplayValueType type) { _type = type; }
|
|
bool setStringValue(const str& valuestr);
|
|
bool setFloatValue(float valuefloat);
|
|
bool setVectorValue(const Vector& vector);
|
|
|
|
#ifdef GAME_DLL
|
|
public:
|
|
void Archive(Archiver &arc);
|
|
#endif // GAME_DLL
|
|
};
|
|
|
|
|
|
//------------------------- CLASS ------------------------------
|
|
//
|
|
// Name: GameplayObject
|
|
// Base Class: Class
|
|
//
|
|
// Description: Object that has a name, and a container of
|
|
// GameplayProperty's.
|
|
//
|
|
// Method of Use: Used in GameplayDatabase
|
|
//
|
|
//--------------------------------------------------------------
|
|
class GameplayObject : public Class
|
|
{
|
|
private:
|
|
str _name;
|
|
str _category;
|
|
str _fullScopeName;
|
|
int _depth;
|
|
bool _modified ;
|
|
GameplayObject* _baseObject;
|
|
GameplayObject* _nextHashObject;
|
|
|
|
Container<GameplayProperty *> _propertyList;
|
|
Container<GameplayObject *> _subObjectList;
|
|
|
|
public:
|
|
|
|
CLASS_PROTOTYPE( GameplayObject );
|
|
|
|
GameplayObject();
|
|
GameplayObject(int depth);
|
|
virtual ~GameplayObject();
|
|
|
|
// Parsing
|
|
bool parseObject(Parser &gameplayFile, const str& name);
|
|
|
|
//Queries
|
|
bool hasProperty(const str& propname, bool localonly = false);
|
|
bool isModified( void ) { return _modified ; }
|
|
|
|
// Accessors -- Gets
|
|
const str& getName() { return _name; }
|
|
const str& getCategory() { return _category; }
|
|
const str& getFullScopeName() { return _fullScopeName; }
|
|
const Container<GameplayObject *>& getSubObjectList() { return _subObjectList; };
|
|
const Container<GameplayProperty *>& getPropertyList() { return _propertyList; };
|
|
GameplayObject* getBaseObject() { return _baseObject; }
|
|
GameplayObject* getNextObject() { return _nextHashObject; }
|
|
GameplayObject* getSubObject(const str& subobjname);
|
|
GameplayProperty* getProperty(const str& propname);
|
|
float getPropertyFloatValue(const str& propname);
|
|
const str getPropertyStringValue(const str& propname);
|
|
bool getModified(const str& propname);
|
|
int getNumberOfModifiedProperties( void );
|
|
|
|
// Accessors -- Sets
|
|
void setModified( bool modified ) { _modified = modified ; }
|
|
void setName(const str& name) { _name = name; }
|
|
void setCategory(const str& category) { _category = category; }
|
|
void setFullScopeName(const str& fullscope) { _fullScopeName = fullscope; }
|
|
void setBaseObject(GameplayObject* baseObject) { _baseObject = baseObject; }
|
|
void setNextObject(GameplayObject *nextObject) { _nextHashObject = nextObject; }
|
|
bool setFloatValue(const str& propname, float value, bool create = false);
|
|
bool setStringValue(const str& propname, const str& valuestr, bool create = false);
|
|
bool setVectorValue( const str& propname, const Vector& valuevector, bool create = false );
|
|
|
|
// Deletion
|
|
bool removeProperty(const str& propname);
|
|
|
|
#ifdef GAME_DLL
|
|
public:
|
|
void Archive(Archiver &arc);
|
|
#endif // GAME_DLL
|
|
};
|
|
|
|
|
|
//------------------------- CLASS ------------------------------
|
|
//
|
|
// Name: GameplayDatabase
|
|
// Base Class: Listener
|
|
//
|
|
// Description: Database of GameplayObjects. Queries are made
|
|
// to this database to retrieve the data
|
|
//
|
|
// Method of Use: Used by the GameplayManager
|
|
//
|
|
//--------------------------------------------------------------
|
|
class GameplayDatabase : public Listener
|
|
{
|
|
private:
|
|
Container<PendingDelta> _pendingDeltaList ;
|
|
Container<GameplayObject *> _objectList;
|
|
GameplayObject* _hashTable[HASH_SIZE];
|
|
|
|
// Saved off last object reference
|
|
GameplayObject *_lastObj;
|
|
str _lastObjName;
|
|
|
|
// Private Functions
|
|
void _linkSubObjectsToBase();
|
|
void _linkToBase(GameplayObject *object);
|
|
GameplayObject* _createFromScope(const str& scope);
|
|
bool _addToHashTable(GameplayObject *object);
|
|
void _buildHashTable();
|
|
|
|
public:
|
|
|
|
CLASS_PROTOTYPE( GameplayDatabase );
|
|
|
|
GameplayDatabase();
|
|
virtual ~GameplayDatabase();
|
|
|
|
// Parsing
|
|
bool parseFile(const str& filename);
|
|
|
|
// Queries
|
|
bool hasObject(const str& objname);
|
|
|
|
// Accessors -- Gets
|
|
GameplayObject* getObject(const str& objname);
|
|
GameplayObject* getRootObject(const str& objname);
|
|
GameplayObject* getSubObject(const str& objname, const str& subobjname);
|
|
int getNumberOfModifiedObjects( void );
|
|
float getFloatValue(const str& objname, const str& propname);
|
|
const str getStringValue(const str& objname, const str& propname);
|
|
Container<PendingDelta>& getPendingDeltaList() { return _pendingDeltaList ; }
|
|
|
|
// Accessors -- Sets
|
|
bool setFloatValue(const str& objname, const str& propname, float value, bool create = false);
|
|
bool setStringValue(const str& objname, const str& propname, const str& valuestr, bool create = false);
|
|
bool setVectorValue( const str& objname, const str& propname, const Vector& valuevalue, bool create = false );
|
|
bool setBase(const str& objname, const str& baseobj);
|
|
bool clearPropertyOverrides(const str& objname);
|
|
void clearPendingDeltaList() { _pendingDeltaList.FreeObjectList(); }
|
|
|
|
#ifdef GAME_DLL
|
|
public:
|
|
void Archive(Archiver &arc);
|
|
#endif // GAME_DLL
|
|
};
|
|
|
|
#endif
|